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Doctor

“I’m traveling to Saint Lebioda’s hospital in Vizima to help fight the Catriona plague.”
–Shani

Heh, anyone who’s served any time in an army knows how useful a good doctor can be. My friend, if every wound I had treated by a doctor opened up right now I’d look less like a dwarf and more like a ghoul. I traveled with a doctor from Nilfgaard for a while. Heh, one of the few black ones I can stand. Swear this whoreson could work miracles when he was inclined. ‘Course a good doctor, a real one’s trained in that sorta thing. Bringin’ folk back from the very gates of death. Usin’ all that knowledge they get in their fancy academies to identify diseases and wounds and whatnot. Figurin’ the best way to fix whatever ails ya.
Good doctor knows herbal remedies too. I sell fistfulls of leaves and roots and whatnot to just about every learned man I run across, but doctors seem to use ‘em the most. Heh, poultices and potions and powders and things. All to keep bleedin’ and nausea and sickness away. I even heard the really good herablists mix their own concoctions. Seems suicidal to me but what do I know? Mixin’ whatever greens ya find and gettin’ something useful out of it. Heh, ‘course if ya don’t find a medicine ya probably find a good enough poison. With all the knowledge of how to fix a person a doctor can do pretty well at breakin’ that same person. Knowin’ all the right places to cut, how to make the wounds even harder for another poor sod to treat. All kindsa knowledge that I personally would rather never got used for ill. Heh, but I guess in a world like this, even a doctor has to fight back sometimes.
–Rodolf Kazmer

Defining Skill Skills Gear (Pick 5)
Healing Hands Alchemy Blanket
Vigor Business Candles x10
0 Charisma Clotting powder x10
Magical Perks Courage Dagger
None Deduction Hourglass
Human Perception Large tent
Resist Coercion Numbing herbs x10
Starting Coin Small Blades Sterlizing fluid x10
150 crowns x 2d6 Social Etiquette Surgeon’s kit
Average: 1050 Wilderness Survival Writing kit

Healing Hands (CRA)
Anyone can apply some ointment and wrap a bandage around a cut, but a Doctor has true medical training which allows them to perform complex surgeries. A Doctor with Healing Hands is the only person who can heal a critical wound. To heal critical wounds a doctor must make a number of successful Healing Hands rolls based on the severity of the critical wound. The DC of the roll is based on the severity of the critical wound as well. Healing Hands can also be used for any First Aid task.

The Surgeon The Herbalist The Anatomist
Diagnose (INT) Healing Tent (CRA) Bleeding Wound (INT)
When able to look over a wounded person or monster, a Doctor can roll Diagnose at a DC determined by the GM. If they succeed they assess any Critical Wounds the subject has and learn how many Health Points it has left . This also gives a +2 to any Healing Hands checks to heal those wounds. Healing Tent allows a Doctor to roll against a DC set by the GM to create a covered area that provides an optimal medical environment. This takes 1 hour but adds +3 to Healing Hands/First Aid rolls inside, and +2 to the healing rate of anyone in the tent for a number of days equal to your Healing Tent value. A Doctor who does damage with a bladed weapon can make a Bleeding Wound roll against a DC of 15. On success, the attack causes bleeding at a rate of 1 point per 2 points rolled over the DC. The bleeding can only be stopped by a First Aid roll, at a DC equal to the Doctor’s Bleeding Wound roll.
Analysis (INT) Improvisation (INT) Practical Carnage (INT)
When about to perform a Healing Hands roll, a Doctor can take a turn to make an Analysis roll at a DC equal to the severity of the Critical Wound. If they succeed they gain insight into the wounds, and for every 2 they roll over the DC (minimum 1) the surgery takes 1 turn less. A Doctor can make an Improvisation roll at a DC equal to the craft ing DC for a specific medical alchemical item to substitute something else on hand for the same effect. This roll takes one round and if it is failed it can be made again. Improvisation is very specific and works only on this one injury. A Doctor can roll Practical Carnage against a DC equal to the opponent’s BODYx3 to cause the target’s wounds and critical wounds to heal half as fast. Other Doctors with the Effective Surgery skill and items that raise the healing rate of wounds and critical wounds can counteract the effect.
Effective Surgery (CRA) Herbal Remedy (CRA) Crippling Wound (INT)
Before starting to heal a Critical Wound a Doctor can make an Effective Surgery roll at a DC equal to the wound’s Healing Hands DC. If they succeed they treat the wounds so skilfully that they heal twice as fast. This ability can be used on critical wounds and can also be used on regular wounds. By mixing alchemical substances, a Doctor can create an herbal remedy that grants bonuses/effects based on what was put into it (see the Healing Remedy chart in the sidebar). Each remedy remains viable for 3 days and must be burned or chewed to provide the bonus, allowing only 1 use. Making a remedy takes 1 turn. A Doctor can make a Crippling Wound roll against the target’s defense. This attack takes a -6 to hit but imposes a negative to the target’s REFLEX, BODY, or SPEED equal to 1 per 3 points above their defense roll. This negative can only be removed with an Effective Surgery roll that beats your attack roll.
































































Herbal Remedy
Remedy DC
Vitriol + Rebis
+15 Health for 1 hour.
18
Quebrith + Sol
Negates all pain for 1 hour lessening penalties from criticals and being near death by 4.
14
Aether + Caelum
Negates dim light penalties for an hour but doubles bright light penalties
14
Fulgur + Vermillion
+3 against Intimidation for 1 hour.
15
Hydragenum + Rebis
+3 to Seduction for 1 hour
15
Aether+ Vitriol
+3 to Awareness for 1 hour
15
Vermillion + Quebrith
+15 Stamina for 1 hour
18
Fulgur + Sol
Puts you into a deathlike coma for 1 hour
18
Caelum + Hydragenum
Allows you to stay awake all night with no penalties
17
Vermillion + Sol
+3 to Reflex for 10 rounds
15


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